03-15-2013, 11:13 AM
Sorry guys, dont knoe how to use spoilers to minimize this:
To Do List for Dragon Age d20:
Fighter Talent Trees:
Weapon and Shield: Shield Defense/Shield Wall-Perception-Safeguard, Shield Bash/Pummel-Assault/Battery, Scatter/Disperse
Two Handed: Mighty Blow/Killer Blow/Shattering Blow-Scythe/Reaper, Giants Reach-Whirlwind/Cyclone/Tornado, Sunder
Vanguard: Control/Command-Destroyer, Might/Muscle-Assail/Besiege, Cleave/Claymore-Massacre
Defender: Stonewall/Bulwark, Turn the Blade/Steady the Foot/Raise the Guard-Adamant, Elemental Aegis/Elemental Shroud-Resolute, Resilience
Warmonger:Taunt/Bellow-Bravery/Bravado/Bravura, Pommel Strike/Pommel Blow-Tremor/Aftershock/Quake
Battlemaster: Rally/Unite-Battle Synergy/Fearless Synergy/Hero's Synergy, Bolster-Deep Reserves, Second Wind/Deep Breath/Last Push
Fighter Specializations:
Templar (bonus damage vs characters with mana pool AND Fade creatures): Holy Smite/Righteous Smite/Staggering Smite, Cleanse/Cleansing Wave/Lasting Cleanse-Silence/Lingering Silence, Righteous Strike-Annulment
Reaver (increase damage from ALL sources): Devour/Voracious/Insatiable, Blood Frenzy-Sacrificial Frenzy/Sustained Frenzy, Aura of Pain/Torrent of Pain/Frenzy of Pain-Fervor
Berserker (increase stamina regeneration in battle): Berserk/Endless Berserk/Savage Berserk, Adrenaline/Adrenaline Rush/Adrenaline Rage, Barrage/Unrelenting Barrage/Resilient Barrage-Death Blow
Rogue Talent Trees:
Dual Weapon: Backstab/Perforate/Murder-Lacerate/Maim, Unforgiving Chain-Explosive Strike/Merciless Strike-Twin Fangs/Reversed Grip
Archery: Pinning Shot/Rapid Pinning Shot/Disorienting Shot, Bursting Arrow/Shattering Arrow/Smoking Arrow-Hail of Arrows/Storm of Arrows, Archer's Lance/Punishing Lance
Sabotage: Miasmic Flask/Improved Formula-Confusion/Chaos, Rush/Charge/Blitz-Fatiguing Fog/Impenetrable Fog/Overpowering Fog
Specialist: Power/Slashing Power/Stunning Power, Precision/Precise Attack/Precise Criticals, Speed/Lightning Speed/Energizing Speed-Harmony
Scoundrel: Blindside-Twist the Knife, Armistice/Truce-Goad/Corral, Back to Back/Invisible Friend-Follow Through, Brand
Subterfuge: Stealth/Silent Running/Camouflage-Ambush, Lingering Shroud, Evade/Tactical Withdrawal-Chameleon's Breath/Chameleon's Cloud, Subtlety
Rogue Specializations:
Shadow (percentage to enter combat stealth when damaged): Inconspicuous/Indiscernible/Imperceptible, Pinpoint Precision-Disorienting Criticals-Predator, Decoy/Sturdy Decoy/Rigged Decoy-Shadow Veil
Duelist (increase crit range): Throw the gauntlet/To the Death/Cutting Barbs-Sure Strikes, Parry/Riposte/En garde-Evasive Maneuvers, Vendetta/Blood Feud
Assassin (increase critical damage): Bloodlust, Mark of Death/Enduring Mark/Mark of Doom-Pinpoint Strikes/Relentless Strikes-Devious Harm, Assassinate/Overkill/Annihilate
Mage Spells:
Elemental: Fireball/Searing Fireball-Pyromancer, Firestorm/Apocalyptic Firestorm, Winter's Grasp/Winter's Blast, Cone of Cold/Deep Freeze-Elemental Mastery
Primal: Rock Armor, Chain Lightning/Chain Reaction-Tempest/Strikes Twice, Stonefist/Golem's Fist-Petrify/Desiccate-Galvanism
Spirit: Dispel Magic/Transmutation, Spirit Bolt/Spirit Strike-Walking Bomb/Corrosive Walking Bomb/Virulent Walking Bomb, Death Syphon/Death Vortex-Spirit Mastery
Arcane: Mind Blast/Stunning Blast-Barrier/Arcane Fortress, Crushing Prison/Paralyzing Prison, Elemental Weapons, Arcane Shield/Elemental Shield/Arcane Wall
Entropy: Horror/Despair-Sleep/Coma, Hex of Torment/Death Hex-Misdirection Hex/Shackling Hex-Entropic Cloud/Death Cloud
Creation: Heal/Greater Heal, Heroic Aura/Valiant Aura-Haste/Great Haste, Glyph of Paralysis/Glyph of Binding-Glyph of Repulsion/Glyph of Defiance
Mage Specializations:
Force Mage (improved knockback DCs for ALL spells w/ knockback): Fist of the Maker/Maker's Fury/Maker's Hammer-Unshakable, Telekinetic Burst/Telekinetic Blast-Pull of the Abyss/Edge of the Abyss-Gravitic Ring/Gravitic Sphere
Spirit Healer (increase mana pool): Healing Aura/Radiance/Faith, Group Heal/Unity-Vitality, Revival/Renewal/Refusal-Second Chance
Blood Mage (increase health): Blood Magic/Bloodlust, Grave Robber/One Foot In, Sacrifice/Grim Sacrifice, Hemorrhage/Paralyzing Hemorrhage-Blood Slave/Blood Spatter
Make Classes for:
Fighter
Rogue
Mage
Primarily to create a pace at which talent/spell are learned, and a pace for increased stamina/mana per level.
Make Weapon Rules:
Planning on taking ideas from the Final Fantasy Modern d20 for weapon speeds, ideas from Mass Effect d20 for strength/dexterity requisites for different tier/material weapons.
Make Rules for Stamina/Mana regeneration during battle outside of certain spells/talents.
Have Rules for Demon Possession:
Mage must make Will Save DC= 10+1/2 Demon's HD+Demon's CHA mod+Blood Points (the more dependant on Blood Magic the Mage, the easier it is to be possessed), failure results in Mage becoming Abomination and removed from player control (not permanent in some cases, GM discretion)
Blood Point Tracker:
Similar to Dark Side Points from Star Wars, gain one Blood Point for each use of blood magic, when point total equals/exceeds Wisdom score, Mage makes immediate Will Save vs Demonic Possession against Pride Demon (success buys Mage time to recover from experience, possibly reducing Blood Point score, failure results in Mage becoming Abomination and out of player control). Mage can reduce Blood Point score by refraining from Blood Magic use for 1 week per point to be removed.
To Do List for Dragon Age d20:
Fighter Talent Trees:
Weapon and Shield: Shield Defense/Shield Wall-Perception-Safeguard, Shield Bash/Pummel-Assault/Battery, Scatter/Disperse
Two Handed: Mighty Blow/Killer Blow/Shattering Blow-Scythe/Reaper, Giants Reach-Whirlwind/Cyclone/Tornado, Sunder
Vanguard: Control/Command-Destroyer, Might/Muscle-Assail/Besiege, Cleave/Claymore-Massacre
Defender: Stonewall/Bulwark, Turn the Blade/Steady the Foot/Raise the Guard-Adamant, Elemental Aegis/Elemental Shroud-Resolute, Resilience
Warmonger:Taunt/Bellow-Bravery/Bravado/Bravura, Pommel Strike/Pommel Blow-Tremor/Aftershock/Quake
Battlemaster: Rally/Unite-Battle Synergy/Fearless Synergy/Hero's Synergy, Bolster-Deep Reserves, Second Wind/Deep Breath/Last Push
Fighter Specializations:
Templar (bonus damage vs characters with mana pool AND Fade creatures): Holy Smite/Righteous Smite/Staggering Smite, Cleanse/Cleansing Wave/Lasting Cleanse-Silence/Lingering Silence, Righteous Strike-Annulment
Reaver (increase damage from ALL sources): Devour/Voracious/Insatiable, Blood Frenzy-Sacrificial Frenzy/Sustained Frenzy, Aura of Pain/Torrent of Pain/Frenzy of Pain-Fervor
Berserker (increase stamina regeneration in battle): Berserk/Endless Berserk/Savage Berserk, Adrenaline/Adrenaline Rush/Adrenaline Rage, Barrage/Unrelenting Barrage/Resilient Barrage-Death Blow
Rogue Talent Trees:
Dual Weapon: Backstab/Perforate/Murder-Lacerate/Maim, Unforgiving Chain-Explosive Strike/Merciless Strike-Twin Fangs/Reversed Grip
Archery: Pinning Shot/Rapid Pinning Shot/Disorienting Shot, Bursting Arrow/Shattering Arrow/Smoking Arrow-Hail of Arrows/Storm of Arrows, Archer's Lance/Punishing Lance
Sabotage: Miasmic Flask/Improved Formula-Confusion/Chaos, Rush/Charge/Blitz-Fatiguing Fog/Impenetrable Fog/Overpowering Fog
Specialist: Power/Slashing Power/Stunning Power, Precision/Precise Attack/Precise Criticals, Speed/Lightning Speed/Energizing Speed-Harmony
Scoundrel: Blindside-Twist the Knife, Armistice/Truce-Goad/Corral, Back to Back/Invisible Friend-Follow Through, Brand
Subterfuge: Stealth/Silent Running/Camouflage-Ambush, Lingering Shroud, Evade/Tactical Withdrawal-Chameleon's Breath/Chameleon's Cloud, Subtlety
Rogue Specializations:
Shadow (percentage to enter combat stealth when damaged): Inconspicuous/Indiscernible/Imperceptible, Pinpoint Precision-Disorienting Criticals-Predator, Decoy/Sturdy Decoy/Rigged Decoy-Shadow Veil
Duelist (increase crit range): Throw the gauntlet/To the Death/Cutting Barbs-Sure Strikes, Parry/Riposte/En garde-Evasive Maneuvers, Vendetta/Blood Feud
Assassin (increase critical damage): Bloodlust, Mark of Death/Enduring Mark/Mark of Doom-Pinpoint Strikes/Relentless Strikes-Devious Harm, Assassinate/Overkill/Annihilate
Mage Spells:
Elemental: Fireball/Searing Fireball-Pyromancer, Firestorm/Apocalyptic Firestorm, Winter's Grasp/Winter's Blast, Cone of Cold/Deep Freeze-Elemental Mastery
Primal: Rock Armor, Chain Lightning/Chain Reaction-Tempest/Strikes Twice, Stonefist/Golem's Fist-Petrify/Desiccate-Galvanism
Spirit: Dispel Magic/Transmutation, Spirit Bolt/Spirit Strike-Walking Bomb/Corrosive Walking Bomb/Virulent Walking Bomb, Death Syphon/Death Vortex-Spirit Mastery
Arcane: Mind Blast/Stunning Blast-Barrier/Arcane Fortress, Crushing Prison/Paralyzing Prison, Elemental Weapons, Arcane Shield/Elemental Shield/Arcane Wall
Entropy: Horror/Despair-Sleep/Coma, Hex of Torment/Death Hex-Misdirection Hex/Shackling Hex-Entropic Cloud/Death Cloud
Creation: Heal/Greater Heal, Heroic Aura/Valiant Aura-Haste/Great Haste, Glyph of Paralysis/Glyph of Binding-Glyph of Repulsion/Glyph of Defiance
Mage Specializations:
Force Mage (improved knockback DCs for ALL spells w/ knockback): Fist of the Maker/Maker's Fury/Maker's Hammer-Unshakable, Telekinetic Burst/Telekinetic Blast-Pull of the Abyss/Edge of the Abyss-Gravitic Ring/Gravitic Sphere
Spirit Healer (increase mana pool): Healing Aura/Radiance/Faith, Group Heal/Unity-Vitality, Revival/Renewal/Refusal-Second Chance
Blood Mage (increase health): Blood Magic/Bloodlust, Grave Robber/One Foot In, Sacrifice/Grim Sacrifice, Hemorrhage/Paralyzing Hemorrhage-Blood Slave/Blood Spatter
Make Classes for:
Fighter
Rogue
Mage
Primarily to create a pace at which talent/spell are learned, and a pace for increased stamina/mana per level.
Make Weapon Rules:
Planning on taking ideas from the Final Fantasy Modern d20 for weapon speeds, ideas from Mass Effect d20 for strength/dexterity requisites for different tier/material weapons.
Make Rules for Stamina/Mana regeneration during battle outside of certain spells/talents.
Have Rules for Demon Possession:
Mage must make Will Save DC= 10+1/2 Demon's HD+Demon's CHA mod+Blood Points (the more dependant on Blood Magic the Mage, the easier it is to be possessed), failure results in Mage becoming Abomination and removed from player control (not permanent in some cases, GM discretion)
Blood Point Tracker:
Similar to Dark Side Points from Star Wars, gain one Blood Point for each use of blood magic, when point total equals/exceeds Wisdom score, Mage makes immediate Will Save vs Demonic Possession against Pride Demon (success buys Mage time to recover from experience, possibly reducing Blood Point score, failure results in Mage becoming Abomination and out of player control). Mage can reduce Blood Point score by refraining from Blood Magic use for 1 week per point to be removed.